The well and the bucket are in line and the two firewood piles have quite some distance inbetween That also applies to all the clutter, everything is very bound to the grid. Due to the blockiness, the trees all stand in non-organic patterns, which looks a bit strange especially when it comes to the more dense parts of the forest.Everything is really blocky, especially the path looks a bit unnatural and straight. If we look at this pretty standard example map I made, we see a lot of reasons why you would want to parallax: The term might be a bit misleading, as it utilized both parallaxes and pictures. But after all these years, parallax mapping has become a constant tool in many people's arsenals, and an option you can still consider. RPG Maker MZ has four mapping layers, possible transparent autotiles and the only thing which you might lack in comparison to good old XP are unlimited tilesets, so a lot of the necessity for parallaxing to do certain things is gone. With one A tile layer and one (later two) B/C/D/E layers - therefore no transparent animated water for example - and restricted sizes for these tilesets, mapping became a much faster task, but with results that were often kind of blocky and sometimes boring. I personally used Cyclone Maps by Hudell to ensure everything stays in place, as otherwise the layers move as the player does and that is totally not what you want here.īack when I started using RPG Maker XP, parallax mapping was something I had never heard of, and the reason is simple: with an unlimited tileset size and three mapping layers, possible opacity in autotiles, fogs and autotiles, there was no need to use this technique.īut VX came, and the engine went for a much more performance optimized way and some other changes. First of all, you will need a plugin-in to bind your pictures to your map, so they don’t scroll along.
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